float4x4 World;
float4x4 View;
float4x4 Projection;
uniform extern texture UserTexture;
uniform extern texture SceneTexture;


sampler textureSampler = sampler_state
{
    Texture = <UserTexture>;
    mipfilter = LINEAR;  
    magfilter = LINEAR;  
    minfilter = LINEAR;  
    AddressU = Wrap;
    AddressV = Wrap;
};
sampler sceneSampler = sampler_state
{
    Texture = <SceneTexture>;
    mipfilter = LINEAR;  
    magfilter = LINEAR;  
    minfilter = LINEAR;  
    AddressU = Wrap;
    AddressV = Wrap;
};
 
// TODO: add effect parameters here.

struct VertexShaderInput
{
    float4 Position : POSITION0;
    float2 UV : TEXCOORD0;

    // TODO: add input channels such as texture
    // coordinates and vertex colors here.
};

struct VertexShaderOutput
{
    float4 Position : POSITION0;
    float2 UV : TEXCOORD0;

    // TODO: add vertex shader outputs such as colors and texture
    // coordinates here. These values will automatically be interpolated
    // over the triangle, and provided as input to your pixel shader.
};

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
    VertexShaderOutput output;

float s = 15;
    float4 worldPosition = mul(input.Position, World);
    float4 viewPosition = mul(worldPosition, View);
    output.Position = input.Position;//mul(viewPosition, Projection);
	output.UV =  input.UV;
    // TODO: add your vertex shader code here.

    return output;
}

float Saturation = 1.0f;

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
    // TODO: add your pixel shader code here.

float4 light = tex2D(textureSampler, input.UV);
float4 scene = tex2D(sceneSampler, input.UV);



return lerp(scene * light,  (length(scene) - 0.9), saturate(Saturation * Saturation));


//fff.w = 0.5f;
    return scene * light;
}

technique Technique1
{
    pass Pass1
    {
        // TODO: set renderstates here.

        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}
